Outlander
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1.750.000 reached.
Yeah, but Warcraft 3 was representing a stylized battlefield, without any sense of realistic scale whatsoever. In CRPGs, I don't think that such a lack of realistic scale would work. All the western CRPGs worth mentioning had realistic or, at most, almost-realistic scale: Fallout 1 & 2, Arcanum, ToEE, Baldur's Gate 1 & 2, NWN 2, DA:O. That was because when you weren't in some dungeon or bunker, you were constantly going from outdoor areas to indoor areas and back, and a lack of realistic scale would have made it really jarring. That meant that the games using a 3D engine needed a mobile camera to handle the realistic scale and urban environments while still keeping the game playable.Has there ever been a 3D top down game with a fixed camera? Has there been one that worked well?Seriously 2Dfags, a modern GPU can render a 3D model in real time with far better quality than you could get with pre-rendered sprites in the late '90s. Fallout/arcanum style graphics systems are just plain obsolete.
I agree the game should be designed with a fixed camera in mind. Rotating the camera should just be an option to enjoy the scenery, not required to play the game.
The only games I can think of are a few JRPGs.
Warcraft 3?
I can't be bothered to see if this has been discussed but what would using the Onyx engine mean for a possible tool-set?
scale
I don't think mixing Diablo (3) and Titan Quest hack'n'slash fests and more complete RPGs like NWN2(/MotB)/DA:O is a good idea, because they employ types of gameplay that are quite different. You can't afford to change camera angles in a click fest game such as Diablo because you don't have the time. In a slower paced game (TB or even RTwP), changing the camera angle becomes acceptable because you're not constantly under pressure to react quickly.Titan Quest's fixed camera worked well. So did Dungeon Siege I think, but that had a free floating one
That's the thing about incredibly bland games, everything works great down to the camera, you're just bored as fuck
if all else fails I will get on the horn for a 'hide building/ambient object graphics' button when the time comes, just like syndicate wars had
or you could do it like the sims (hear me out) where you can set whether you want to see the walls like normal once you enter a building or have them just be labelled as partition lines on the floor, or have an opacity option, or fuck, real time occlusion relative to the camera
oh no my precious immersions
I think that this whole fixed camera thing is a bad idea.
Despite all its failings, AoD (well, the demo at least) has very nice area design. The teleportation thing is shit in an open world game such as Wasteland or Fallout 1&2, but Teron was very nicely laid out and if it weren't for the teleportation, it would have been awesome. The big locations in FO1&2 and BG2 were comparable in size and complexity to Teron (sans teleportation) so I don't see what you could abstract from Teron that couldn't be abstracted from the Hub, NCR or a distrct in Atkatla. There are two difference between AoD and the other RPGs mentioned:scale
that's why you want to abstract out unnecessary buildings and just keep each area interesting with endzone/exit lines where they stop being interesting and you want to give the user the cue that he's transitioning to the nearest spot of interest and there's an appropriate amount of stuff in between but you're not going to bother with that, unless a random encounter happens in which case cue stock alleyway, forest clearing or desert dune map or what have you
compare fo1+2/bg2/geneforge location design and AoD location design, the latter tried to have its cake and eat it and the player's motivation to explore the city suffered for that
Ooh, inside information.
I am not surprised.
I think you weren't reading carefully enough. I wasn't saying that anyone was complaining about the fixed camera in 2D games because that's a non-issue in 2D games to begin with. I was saying that a fixed camera in a game with a 3D engine is a bad idea. You go ahead and play through a realistic area like AoD's Teron with a fixed camera and let me know how that works for you.I think that this whole fixed camera thing is a bad idea.
dude since when did you remember anyone complaining about fallout's or icewind dale's or planescape's fixed viewpoint
are we in the same timeline here
if this is about having to design stuff on the side of the camera remember gameplay over realism and I don't think the side of fun is on having to move the camera around because a house has goodies in all four corners
1) in AoD, the FedEx quests are gone and they have been replaced with a number of side-quest based encounters: 1:0 AoD
2) in the older RPGs, the environments were much more interactive, compared to AoD's straight-jacket environment. The only interactivity I could identify in Teron's environment is the vines you can use to climb in Feng's house: 1:1
A shit location design is DA:O's main city
You go ahead and play through a realistic area like AoD's Teron with a fixed camera and let me know how that works for you.
if this is about having to design stuff on the side of the camera remember gameplay over realism
play through a realistic area like AoD's Teron with a fixed camera
Well, what can I say more than: I prefer realistic areas with a mobile camera than unrealistic areas with a fixed camera. A large part of that is that I never had any problems getting used to adjusting the camera in games that gave me that option, thus the previous choice, for me, is reduced to: realistic areas vs. unrealistic areas, and I like realistic areas more.You go ahead and play through a realistic area like AoD's Teron with a fixed camera and let me know how that works for you.if this is about having to design stuff on the side of the camera remember gameplay over realismplay through a realistic area like AoD's Teron with a fixed camera
who's not reading carefully here, how much simpler can I lay it out for you again?
AoD's Teron + Fixed Camera - realism = game with no problems, you can even use a 3d engine then shock horror
oh no, because a 'realistic' teron with a camera that I have to move around to see shit is so much better than an 'unrealistic' teron with a fixed camera that I don't have to mess with
please tell me more about the benefits of a camera that you rotate and a realistic location
is that's why all the isometric games weren't immersing gamers enough and have gameplay that doesn't hold up over time
Or just, christ almighty...start a fucking Wasteland 2 Camera thread already ffs.
2.5 million...Tim Cain?
I was thinking that every 3 or 4 days now Fargo should announce another long lost hero coming on board...